Oh, so it was 7 2v2 losts... Literally this patch is the Wehrmacht patch! (I climbed like 300 ranks after the patch went live) 2v2 as Wehr never feels so alive, I tell you that; before all of this, 2v2 as Wehr would be suicide, but not now. Ok I can help you with some personal advices:
I climbed 50 on the USF by just playing one game and winning it. Ranking movement can be counter-intuitive since it just compares players within a faction. When balance changes, you won't move up or down unless you're playing more (or much less like in my case) or you adjust to changes faster and have a different win rate than average. |
I've just lost 7 games in a row as Ost, and can say that this patch is the worst patch I've ever seen for this game for Wehr.
Where to begin?
Scout Car: Too expensive and changes to its speed and maneuver make it useless for hunting soviet snipers, leaving Wehr defenseless against them.
Vehicles: Too slow to come out, leaving the Wehr player to rely on infantry for too long. Unfortunately Grens are the worst starting infantry, being expensive and too few in number.
MG42: Been useless against anyone but newbs for ages, so easily outflanked its ridiculous.
Mortar: Constantly overrun by hordes of soviet infantry.
Vehicles: What vehicles? your lucky if you get to play with one.
PGs: Lets nerf the shrecks some more so you have to rely on your non-existant vehicles to help you.
Might as well remove all bulletins in game except for Gren bulletins, you basically won't get to use any of them. While your at it, remove all the units except for basic infantry also, because that is what the game is about now, how many basic infantry you build, rather than the rock-paper-scissors MG/Mortar/Inf of the old CoH. Positioning is worthless against the horde.
Check COH2 charts and statistics for 2v2. Axis has a 20% higher win rate than allies in arranged teams, and up to a 14% higher win rate in random teams. This is probably the most unbalanced that the game has been in years, and it is in favor of Ost.
Maybe try posting a replay and asking for help in the strategy section?
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I thought the ost mortar had a longer range than the pack howie. And if it doesn't, it for sure does after vetting up (or did they change that?). Still, killing okw trucks and wiping units at ranges slightly longer than mg reach is pretty niche for a unit 20 less manpower than obers.
I think the autofire range is the same as the vet 0 Ost mortar but it doesn't get any vet bonus to autofire range. When the Ost mortar gets to vet 3, it gets a 33% longer barrage range, but I don't think that is really part of the pack howie's problem.
One of the bigger issues is the pop cap, which is 11 (even more than Obers). Just getting one of them is a significant decrease in mp income. |
One of the GCS matches had someone use this and it turned out okay for them. Their micro was good enough to keep it near the front line so the autofire shot a lot.
Unfortunately for it, the autofire range is the same as the Ost mortar and shorter than the ISG, which makes no sense. The problem is that it is difficult to do anything about the pack howie without making it badly OP. On open maps when someone is using a spotter, it can already wipe units like crazy. At vet 3 it becomes really good at taking down OKW trucks and wiping the sturm pios trying to repair the trucks.
If anything, it would be better if all regular mortars had their autofire range reduced to 60-65, and the mortar pit and ISG lowered to the pack howie's range (80). Then it might make sense to compensate for the nerf by improving barrage on everything. |
Has anyone had any experience with the Stuart or M15 AAHT? Ive used the Stuart a few times, and it feels mostly the same, but not quite as potent as it used to be against infantry, which I feel it may have been slightly over-nerfed on. Reducing main gun damage is fine but the MG Accuracy nerfs were a bit much. Isnt AI the CoAx and Hull MGs purpose? Im not sure it needed increased pen, as I cant remember bounces on light vehicles it is intended to counter. Maybe more damage would have been better? What is your experience?
Also, has anyone used the new AAHT yet? I havent gotten around to it yet, but I wonder about what its main gun is meant for now. Before, I used it like an ass-backward luchs with less armor but an MG to make up for it. Now, with the Main gun damage vs infantry set to -50% change, I cant be sure why it exists. Can it hit/pen/damage anything outside of a Kubelwagon. Is there ever a reason to attempt to use it against any vehicle? Its nice that accuracy of both the MG and Main gun seem to increase with vet, and vet reqs are lowered, but I often have trouble keeping it alive that long vs a 222, Luchs, or god forbid a Puma, all three of which come out about the same time.
IMO, the Stuart and M15 were badly overnerfed. I've tried both since the patch and don't like either. I'd save the fuel and try to get a Sherman out quicker. |
Thats irrelevant since we talk about team games here and because good players dont go Bofors. Doesnt mean the commander is okay though.
Even in team games, this commander isn't that good. I'd much rather play against it than Tactical Support, Vanguard, Mobile Assault, even Royal Engineer or Royal Arty. The best thing about it is the engineers from the forward assembly. They have good repair speed and synergize with Comets quite well (but then, what doesn't?).
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Did anyone use this commander in the GCS and win? |
If you remove the crush from the Cromwell and M10 you should also remove it from the Panther.
There have been many cases where a Panther with Blitz/Combat Blitz made short work of blobs in front of it.
And don't give me the excuse "But the Allied blobs are more OP than the Axis blobs!", you either get a fair trial or no trial at all.
Plus historically the M10 and M36 had no pintle mounted MGs because of their open topped turrets, at least in most cases, plus they'd need to modify the in-game models, which believe me is not going to happen.
The M18 Hellcat had a pintle mounted .50 cal on top of it's turret tho.
And yes I agree that they should be kept unique, Ost P4 should be... well Idk to be honest, OKW P4 should be the best armored but slowest medium tank, the UKF Cromwell should be the fastest and hardest to hit due to it's lower profile and the Sherman... well Idk, I don't use it anymore since I got the Rifle Company commander with the sweet M4A3E8s, those things are beasts when in numbers. The T-34/76 should be the 2nd fastest and 2nd best Armor due to it's sloped Armor.
https://www.warhistoryonline.com/war-articles/the-m10-tank-destroyer-in-wwii-in-18-pictures.html
multiple pictures of M10 with pintle |
One of the major issues of contention across players seems to be the utility of all factions' medium tanks. The T34 is too cheap, P4 is too expensive, Cromwell is too crushy, and Sherman is too little armour. Does any one think that bringing the cost and performance of mediums tanks closer together would adress a number of the balance issues experianced across all players?
T34 is okay, P4 is too expensive, Cromwell probably shouldn't have crush. M10 definitely shouldn't have crush, but should probably be compensated by adding a pintle MG or HE and/or smoke shells. However, I doubt any of these things are contributing to any balance issues. Also, if you made them all the same, what would be the point? It would be just like 1995 again with Warcraft 2, where everything is mostly the same but with different skins and a few different abilities. |
Him winning as soviets won't matter at all, because he won both games. I was just running the numbers on games where both players won one game, because otherwise I'd have to actually look at every single player involved and decide whether the skill gap was too high to include the games.
That said, the new games did improve stats for allies anyway as every single one of the newest 10 games was won by allies.
Ost OKW Soviets USF Brits Count 20 42 20 27 15 Wins: 10 25 6 13 8 Losses: 10 17 14 14 7 Win % 50,0% 59,5% 30,0% 48,1% 53,3%
Faymonville Approach and Kholodny really good for UKF (maybe allies in general). I haven't looked at any of the replays but think a mortar pit on Faymonville could cover a huge chunk of the map from just outside of the base. |